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Hi everyone,
I got a flip sim with a hero object Floating on top of it. Now I want to make sure, the object floats but kinda stays on a specific spot. So I used the rest Attribute and subtracted to Position from it (in the dop net). If the distance is getting bigger the force should increase as well. Unfortunately the force is pulling the object to the Center of the Scene. Maybe any quick solution for that?
Added a supe rsimple hip file
heroforce.hiplc

Hi,
I have a basic DOP setup with animated RBD bullet, glue/soft constraints, and a magnet force with metaball in sop geomtry.
I am looking for the right way to have the metaball animated in space, to follow my animated rbd object.
I have tried animating the metaball using external sop or in the sop geometry but when simulating only the first position of the metaball is used.
Thanks

Hi guys, I had a problem while compositing my project.
For some reason, around my object, on PyroSim there is a transparent strip that does not look beautiful.
If I render each object separately, then I have this empty space (screenshot1 and screenshot3), if smoke + object in one mantra render, then everything is fine (screenshot2). But I need to have them separately for compositing.
Here are screenshots of my render settings (object - spacesip and PyroFx - smoke)
I would be happy for any of your advice, I see that there are a lot of cool guys here who know the houdini like their 5 fingers
Please forgive me for my english

I have a feeling this might be a dumb question, but I have been stuck on it for a few days now. Or maybe not so, as I've been looking countless treads here, but none really solved my problem.
I've got a really simple setup, pop curve force guiding some rbd objects (I also tried doing it with points and copy stamping after sim to the same result).
At a point in the sim the vectors start to point outwards:
What I would need is for their direction to be always facing forward as they are at the start:
I've had some luck with using pop torque, but still not what I need.
I've attached an example file and the curve alembic.
RBD_Directional_Vectors_Curve_Force.hip
curve01.abc

hello! I am having trouble making gravity work in two directions. Basically the world is a tube and I want objects to magnet/have a gravity like force along the Z and Y axis but not on the X axis. I attached my hip file and a picture. Any help would be great!
Thank you!
tube_attractor.hip

Hi,
I am currently creating a simulation with flip fluids that are affected by a vortex force.
I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation.
What is the proper method for animating these attributes for use in dops?
Thank you,

Hello,
I'm new to houdini and I'm building a watersim which creates a wave. At the moment I'm using a box as a pusher and a initial velocity to push the fluids in the opposite direction.
But I'm looking for a way to only move the water below the surface. Maybe some sort of box in which the fluids below the surface are pushed towards the pusher.
Does anyone know a easy way to achieve this?
Thx!
Wave_v05.hipnc

Well, I went out into the RBD Constraint Forest Unprepared, and now I am lost in the woods. Any help would be appreciated. I'm trying to do something that should be fairly simple, and most likely is, but I don't have the combination to the Houdini lock to get the setup to work.
In the example file I have an rbd box that has 10 faces per side that have been made into unique faces. They have glue constraints holding them together and are a rbdPacked object in my dopnet. There is a low rez smoke sim that pushes this rbd box into a collision sphere that is above it, and when the geometry collides with the sphere, some of the glue constraints start to break. All I wish to do is apply either a gravity force or a popForce to these rbd pieces that have lost their Glue constraint. I want the main chunk of the rbd box that still has a bunch of pieces glued together to keep on moving with no gravity or popforce.
I might be trying to go about this the complete "wrong" way since I have very little experience with Glue constraints, But I see data in the geometry spreadsheet while in the dop net called ConstraintGeometry and this has a primitive group called "broken" which contains the glue constraints that have been broken due to collision. I would think I would want to try finding out which rbd piece that broken constraint belongs to and then use that to create an "applyGravity" group of rbd pieces so that I can do what I want to do. I just don't know how to do this in dops.
Is this something that needs to be done in a sopSolver or geometry wrangle or....? I'm not to familiar with how to read data from the ConstraintGeometry and apply it to the Geometry data. When I middle click over my rbdsolver, it shows the main rbdpackedobj1 with Geometry and then CosntraintGeometry below it. They are like separate entities and I'm not sure the best way to get access to both in one node, if this is even the way to do it.? For example if I change a geometry wrangle to point to "ConstraintGeometry" instead of the default "Geometry", I can then read and manipulate data on the ConstraintGeometry, but then don't have access to the main rbd "Geometry" that I am use to normally working with.
Like everything in Houdini, there are probably dozens of ways to go about this, I tried about 20 yesterday, without ever getting one to fully work. I ran out of search phrase ideas to try throwing at google after about the 6th hour of searching. Maybe using some of those copyData and applyData nodes would get the ConstraintGeometry data onto the Geometry stream so they can both be read in one wrangle or maybe that too is a completely wrong direction to take. I don't want to speculate any further since you could try things for a week and not get it to work if it just isn't the right approach. I love Houdini for its vastness and unbelievable tool set, but man, it can destroy you if you don't know how to do what you want to do, and can't articulate it well enough for a search string.!
Thanks for any help.
E
rbd_constraints_v01.hip

hi,
we have created a dynamic car rig where there is main body and 4 wheels constraint with conetwist, which works fine if i apply a pop force. the car moves and wheels rotate and do obstacles bumping, so far so good.
the pop force with multisolver apply force on every object in the simulation. which is annoying.
now we want to apply the force only to the body to carry the motion along.
how do we do this???

Hey,
I have a sim of a roof being exploded. The tube you see is providing velocity to push the chunks outward. I am using a field force and I am using velocity from my tube as the force attribute. For some reason, the field force only affects small chunks, as outlined in the photo. If I go to my packed object (the roof) I can change the density from 1000 to like 1, then finally all chunks are affected. That creates another problem because the smaller pieces move like 20x faster than the larger chunks. I suppose I could use @speedmax or a pop speed limit. My main concern why does the density affect field forces velocity being added? Why is it soooo extreme (because the smaller chunks are not that much smaller). I tried treat as wind in my field force, but that does not help either. Is there a better way of doing what I am trying to accomplish?
Thanks

Hi
So I want to make the smoke fill the spiral tube and I'm pretty close to result I've been aiming for but i've run into a problem I can't seem to resolve. At one point in the simulation smoke stops responding to forces and just follows the tube (attachment).
My process of making this set up:
1. convert tube to volume
2. attract billowy smoke emitted from sphere to the volume tube (attract fluid)
3. add a curve force (curve was used to make the tube so it is in the middle of the tube)
I've tried changing every paramiter I could think of but nothing helped. Anyone has any ideas?
Smoke preview youtube
Smoke_problem.mp4

Hiya,
How does one get a curve force or other such custom force into a cloth sim? Trying to push some cloth grids along a custom velocity field.
I found this setup but it doesnt appear to work in H15
Cheers

Hello!
I'm trying to create the wake and white water created by a boats engines/propellers. I've made it work by adding forces from a PointVOP into a fluidsource, but as soon as I change the Particle Separation in the flattank_initial, it stops working. Also, when entering the node containing the plane from which I create the force, the perspective gets all weird. In the attached file the forces do not work.
It's a super simple setup, but as this is my first attempt at Houdini, I'm stumped.
Any and all help would be greatly appreciated.
Attached: Workfile, Indie Limited-Commercial license.
Tug_Sim_V06.hiplc

is there away to control the force along the curve want the force on the end of the curve is much higher than beginning of the curve, iam using Cruve to drive it by curve force, btw curve is not converted to poly or Volume
hipfile
Fluid_Juice.hip

Hey guys,
I think it's easier to explain with this images:
Basically, is there a way to apply turbulence to one of the sources only?
I'm not even sure if that's the best way of using 2 emitters so any tips will be very valid
Thank's
multi.pyro.v1a.hiplc

Hey guys,
working on a destruction peice and wanting to take the velocity from my charachter and put it into my bullet sim - So decided to try and use a sop geometry node to bring in the calculated velocity (from a trail and fluid source) - which is working perfect. But my sop force doesnt update each frame, its static - ive tried changing the expression from $T to $F and other things, not sure if its a limitation or if im doing something wrong? i will attatch a file but will be missing the geo but atleast you guys can see the setup
Any help would be great! Thanks
Destruction_v3_t2.hip

Hello!
Do some of you sometimes use Fluid Force node? I want to have my fluid having influence on meshes, and I cannot manage to set the node properly.
If you use another method for this, I would be happy to learn it.
Thank you!
leafNdrop.hip

hey,
I want some curl noise to affect my flip particles which works. I also want only the actual vel streams to affect the sim. Unfortunately everywhere the volume box is present flip gets affected. An easy solution for this? Only happens when I add noise to the vel field.
untitled.hip

hi guys i'm trying to generate an exposion with a crowd of ragdoll characters - i have them walking to the centre of my scene then i use an expanding ball shape to blast them outwards.
it sorta works..
its working quite well overall but from above i get this clear ring.. so is there a way to use a force instead to knock them outwards? I'm guessing it would be a pop force potentially but i cant seem to get that to work weirdly its like they dont affect the particles at the helm of the crowd sim?

Hi guys.I've been muckin' around in Houdini Indie 15.5 trying to get a very simple effect of pushing apart fractured geometry in all directions from the center (or any point of origin actually) and so far not very happy with the results.I've used the suggested “Magnet Force” method but to be honest this doesn't yield an acceptable result for a true bomb force effect. The various force nodes in Houdini seem to merely generate singular directional forces which is also not desired. I am aware of the method to set up a network of points or a point cloud of sorts that then all have a point force on them to drive dynamics however this is a convoluted and inefficient method at best.The desired result is very simple. If you are familiar with Maya which also uses Bullet dynamics, you may be familiar with the Volume Axis Force attribute which allows us to perform what I'm describing in one fell swoop. This is what I'd like to achieve in Houdini.Any insight into successfully achieving a true and accurate dynamic behavior of a bomb force would be greatly appreciated. Thank you kindly for your time and thoughts!

Hello,
I am new to Houdini and learning. I have a task to do for a client, who requires water to flow along curve just like Realflow DSpline. I am using POP Curve Force to achieve the curve flow but not able to get the turbulent motion.
I am trying to achieve something similar like the link below:
https://vimeo.com/146377194
Thanks
Poojan